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<blockquote data-quote="KarinsDad" data-source="post: 5694786" data-attributes="member: 2011"><p>I totally disagree with this.</p><p></p><p>When I DM, I want there to be a lot of mysteries. Not just behind secret doors, but with many many many other game elements.</p><p></p><p>A secret door is no different than the secrets that the BBEG has floating in the back of his mind. Some, the players might find out about. Others, they won't.</p><p></p><p>The game feels more real if the DM doesn't hand out every little secret thing on a silver platter to the players and it can lead to other cool new campaign elements like "the mayor is now a zombie because the players didn't find the secret door a few weeks back and kill the undead foe behind it that zombie-fied the mayor".</p><p></p><p>Sure, the DM could fudge his world and still zombie-fy the mayor under a different pretext, but it just flows better if the cause and effect of campaign elements is partially due to the PCs being successful or not.</p><p></p><p>Without challenge, success, and failure, why bother using dice and playing the game at all? Why not just have everyone sit around and make up a group story? Kumbaya. Everyone wins that way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5694786, member: 2011"] I totally disagree with this. When I DM, I want there to be a lot of mysteries. Not just behind secret doors, but with many many many other game elements. A secret door is no different than the secrets that the BBEG has floating in the back of his mind. Some, the players might find out about. Others, they won't. The game feels more real if the DM doesn't hand out every little secret thing on a silver platter to the players and it can lead to other cool new campaign elements like "the mayor is now a zombie because the players didn't find the secret door a few weeks back and kill the undead foe behind it that zombie-fied the mayor". Sure, the DM could fudge his world and still zombie-fy the mayor under a different pretext, but it just flows better if the cause and effect of campaign elements is partially due to the PCs being successful or not. Without challenge, success, and failure, why bother using dice and playing the game at all? Why not just have everyone sit around and make up a group story? Kumbaya. Everyone wins that way. ;) [/QUOTE]
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